What's the fun in taking stuff just lying around when you can kill things and take theirs?Loot tables + weighted rarity + weighted rerolls + RNG.The harder something is, the chance that will will drop something increases, as does the number of things it could drop, and the value. Some things will never drop certain items, some always will. If the will of our Lord and Saviour, RNGesus bestows gifts on you, be thankful.

Some minor bugs with flag indicators not showing on a couple items. Plus I don't like the way the look right now. Also, replication isn't working at all for them. Built as a way to feed starving coop players and going into CoopSuite but I'll probably make a standalone version too so that it can be used without dependencies referenced by other classes.

This is going the be the final version. I actually used Pinata as a starting point and added loot tables and an RNG system that controls what tables to use and how many rolls to make in each based on defined weights per enemy. There also exists a 1:1000 chance for any enemy to produce a "Super Drop" and 1:10000 chance of a "Super Duper Drop", which you see several at the end. The physics code is actually the same but I increased the force some. Replication is currently an issue with the flags due to the way the engine culls (destroys, replaces with a reference) actors for clients.

I really hope saving/loading in this map will work perfectly. There was an issue that the map would crash by saving it in the editor if I did put more than a certain amount of teleporter actors. Perhaps I did just hit 1116 navigation point actors of any type or something?

I didn't look at the pics too hard as I intend to savour this the right way when it's ready However, to bring another opinion on the "carpet texture" on the wall: I thought it looked good, very suitable even, it should be noted that a lot of real, medieval/Renaissance castles do that kind of thing (in Europe anyway), sometimes displaying an elaborate painting of some scene but also with abstract motifs (sometimes used like wallpaper).

The last screenshot (with that dark, cool, techy/other-worldly feel) is particularly intriguing...

Nali: Magic or Telekinesis

Waffnuffly wrote:It's tarydium-doped smoothies. Drunk by the player, I mean. The player is tripping balls. The whole game actually takes place in a large city and the player thinks he's on an alien world.

However, to bring another opinion on the "carpet texture" on the wall: I thought it looked good, very suitable even, it should be noted that a lot of real, medieval/Renaissance castles do that kind of thing (in Europe anyway), sometimes displaying an elaborate painting of some scene but also with abstract motifs (sometimes used like wallpaper).

Maybe, but here the texture isn't framed, and it's even abruptly cut off. Just seems well out of place, but maybe that's on purpose. I'm sure someone who has reviewed as many maps as UB would recognize that. Not really a fan of the 45 deg angle floor texture by the light either, but it's passable.

I swear to god this forum isn't going to evaporate into ether within the next hour or so. - Bug Horse

Waffnuffly wrote:It's tarydium-doped smoothies. Drunk by the player, I mean. The player is tripping balls. The whole game actually takes place in a large city and the player thinks he's on an alien world.

That's cool! Actually I know that one day (not right now, too busy!) I'd be interested in learning about animating models and such, so out of curiosity - which programme do you use? Is it skeletal or vertex-based?

Nali: Magic or Telekinesis

Waffnuffly wrote:It's tarydium-doped smoothies. Drunk by the player, I mean. The player is tripping balls. The whole game actually takes place in a large city and the player thinks he's on an alien world.